[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]

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ThisIsHarsh
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Post by ThisIsHarsh »

corhen wrote:wonder, if they don't bail on the first assault, you can attack again for a different result?
This depends... If the captain decides on the first assault that he will never bail, then he will never bail even on subsequent attacks. The process is repeated for every attack, so if you attack the same ship too many times eventually they will decide to never bail no matter what.

By 'attack' I don't mean fire upon, I mean engage in a battle with. That is, if they stop trying to evade/attack then the attack is over and when you attack again it is a new 'attack'.

Once the decision to bail is taken in the captains mind, then the captain will wait until a set hull percent before bailing. This part never varies whilst the captain remains the same (or rather, has the same stats).


@Graxter: Thanks a lot for that info on OWPs, extremely useful. I'll leave in capping OWPs then, since it is viable. Thanks again.
johntarmac
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Post by johntarmac »

Oh no, I need to re-download this again but the link seems to have disappeared.

Cheers
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Graxster
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Post by Graxster »

johntarmac wrote:Oh no, I need to re-download this again but the link seems to have disappeared.

Cheers
Link works for me....

-G
johntarmac
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Post by johntarmac »

Your right, I think I've been awake too long.

:oops:
Mckye
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Just an idea

Post by Mckye »

My head is pounding and I'm not going to go through all 16 pages of replies to make sure that this is a unique suggestion. I was actually thinking about suggesting this on the devnet but i didnt know a new game was in the works till it was done.

Anyways, I always thought that X3 lacked in reputation, I thought that in a world where intersector communication was commonplace, than pirates and others would know who you were if you had been around long enough. I always thought, if I am well known, shouldnt they say to themselves 'hmm, I know that he lets ejectee's live, and Im going to lose this fight, I might want to eject.

On a more technical description.

letting an ejectee live (and or possibly capturing him and taking him to the nearest station) would increase the probability of bail outs.

killing an ejectee would lower the probability of bail out

and selling a bail out into slavery would not change the rating.

This is just a suggestion, I know it is theoretically possible, but I am not a scripter and couldnt do it myself, however, I noticed that your mod was similar and thought "I will suggest it"

Thanks for reading this ridiculusly long post.
ThisIsHarsh
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Post by ThisIsHarsh »

@Mckye: Thats a good idea, but not trivial to implement and would be a seperate AL plugin in it's own right. One problem is that since any ship can potentially cause any other to bail then ALL ships would have to have some sort of 'mercy' rating, and the pilot would have to analyse all ships in the area for the threat to themselves on bailing to make it realistic. It would require lots of extra CPU load to do properly.
ThisIsHarsh
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Post by ThisIsHarsh »

Update v1.6

:arrow: Added option to configuration menu to enable/disabled non-standard ship bailing. It defaults to disabled. This should stop certain mission and plot ships from bailing. Enable at your own risk.

:arrow: Big thanks to Maeyanie for offering to host this script. You can now use the Plugin Manager 'Package Updates' feature to keep this plugin up to date. Plus no more damned HyperFileShare woes!
999-JAY-999
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Post by 999-JAY-999 »

This is great ... well done on the update..
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supakillaii
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Post by supakillaii »

The Extra option in the equipment damage is a read-text
ThisIsHarsh
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Post by ThisIsHarsh »

supakillaii wrote:The Extra option in the equipment damage is a read-text
Whoa, weird, no idea how that happened. Well spotted, cheers.

Fixed - version 1.6.1 uploaded.
KRM398
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Post by KRM398 »

Ok, engaged the new option, have my settings low...trying for a realistic balance, right now getting 1/10 M6 to bail..on 30%..have big ships set to 60% and none have bailed yet, have killed maybe 5=6..so things are close to what I want..in missions, station protection and patrol...its the same with it enabled, 1/10 M6..not bad., but myself, think I'll go to 20%..one M6 in 20 should be more realistic..but the new option doesnt mess up missions, even with M6 bailing in protection missions, the mission ends and you get paid, while their still setting there, no problem. :roll:
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Graxster
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Post by Graxster »

So, just to clarify... on the disabled option, the scripts don't run at all, and the game uses the standard Player vs NPC bailing? Thanks!

-Grax

Edit: Just installed the latest version and am getting that readtext on the "enable/disable" option.

Edit 2: never mind, found the problem. Apparently the Plugin Manager isn't uninstalling the files properly. And you changed the name of the file from 7101-L044.xml to 7101.xml, so I had both files in the t dir.

Edit 3: Have the latest version, and set it to disabled in my current game, and just had 2 Xenon Q's bail on me (2 in a row). Pretty sure in vanilla capital ships aren't supposed to bail, but can't be positive.
ThisIsHarsh
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Post by ThisIsHarsh »

Graxster wrote:So, just to clarify... on the disabled option, the scripts don't run at all, and the game uses the standard Player vs NPC bailing? Thanks!

-Grax

Edit: Just installed the latest version and am getting that readtext on the "enable/disable" option.

Edit2: never mind, found the problem. Apparently the Plugin Manager isn't uninstalling the files properly. And you changed the name of the file from 7101-L044.xml to 7101.xml, so I had both files in the t dir.
With the disabled option it just prevents Neutral Race ships (at the moment) from bailing. Turns out that the missions ships that seem to be unclaimable are actually Neutral Race but disguised as pirate or whatever.

The t file problem I've seen a few times now. I only ever add the xml without the country code (i.e. 7101 rather than 7101-L044). It's the Plugin Manager that renames it automatically and then doesn't seem to update it sometimes.
oldrosestereo
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Trying to modify Bail rates

Post by oldrosestereo »

Hi Guys,
I wanted to adjust the bail rates.
I've followed the guides for running scripts, and downloaded the newest version of the script installer.
I don't see any options for assigning a button in my Gameplay or Control pages. In Script Editor it shows that the script is an activly running script, but is that the way to adjust it? From the Script Editor? If so, what string do I change?
I was looking for an interface similar to BSE from Reunion, is there one?
It does work, I have bails from NPC battles, so I assume it's working.


{Questions about script into thread of the script. Merging. jlehtone}
ThisIsHarsh
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Post by ThisIsHarsh »

I assume you're talking about NPC Bail Addon? Generally more useful if you post in the thread for the plugin to which you are referring.

NPC Bail Addon requires Cycrow's Community Configuration Menu to be installed. Once installed, you set a hotkey for the menu and 'NPC Bail Addon' will be one of the options there.
999-JAY-999
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Post by 999-JAY-999 »

Thanks to this script, I now fly a Xenon L !

It will do for now, better than the Mauler I had that doesnt seem to mount forward lasers !

I noticed that we have an option to self-destruct our vessel.... has this been implemented as a valuable of chance with the NPC's ?


:)
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ThisIsHarsh
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Post by ThisIsHarsh »

999-JAY-999 wrote:I noticed that we have an option to self-destruct our vessel.... has this been implemented as a valuable of chance with the NPC's ?
I'm not sure what you mean here... I haven't implemented any self-destruct option. And I would like to know where there is one if you found one?

I capped a 'Pirate Ship' which is a useless ship, and can't be sold at SYs, so I had to sent it to a Xenon sector and ask if they would be kind enough to destroy it for me. They seemed happy enough to do it, but it would have saved time if I could have just self-destructed it.
oldrosestereo
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Post by oldrosestereo »

ThisIsHarsh wrote:I assume you're talking about NPC Bail Addon? Generally more useful if you post in the thread for the plugin to which you are referring.

NPC Bail Addon requires Cycrow's Community Configuration Menu to be installed. Once installed, you set a hotkey for the menu and 'NPC Bail Addon' will be one of the options there.
That was it, I had downloaded it, just didn't run it.
Also really want to thank you for this script, it makes the game for me, can't stop playing.
999-JAY-999
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Post by 999-JAY-999 »

ThisIsHarsh wrote:
999-JAY-999 wrote:I noticed that we have an option to self-destruct our vessel.... has this been implemented as a valuable of chance with the NPC's ?
I'm not sure what you mean here... I haven't implemented any self-destruct option. And I would like to know where there is one if you found one?

I capped a 'Pirate Ship' which is a useless ship, and can't be sold at SYs, so I had to sent it to a Xenon sector and ask if they would be kind enough to destroy it for me. They seemed happy enough to do it, but it would have saved time if I could have just self-destructed it.

Well I have def a SELF DESTRUCT option, trying to recall which icon i need to select.

Its from the side bar on the left.

:)
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999-JAY-999
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Post by 999-JAY-999 »

I noticed that even with updated version i am getting READ TEXT error in menu...
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AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
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